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7. Design 2: Purchasing/Transactions

Task: Developing the concept details, designing the digital and physical outcomes

Methods: Film making, user testing, storyboarding, script writing

Team: Tanya Singh, Zuzana Galova, Roshni Suri

Timeframe: 23rd October - 3rd November

 

Visible Transactions

Our concept was based on research insights: money is a lens by which we are judged, and money is a private topic, and we were keen on using a speculative approach to examine and showcase this. Using 'smart' glasses to embody how the data is viewed, information about a person’s choices would be readily available for anyone to see.


The concept was to create a world where transactions are visible to everybody.

The intention to showcase our speculative ideas as a film was decided as a film can be a powerful storytelling medium: it can immerse viewers in a world of speculative design, allowing them to experience it in a more engaging way than reading about it or seeing static images. Also, film can make speculative design more accessible and can be used to explore complex ideas and ethical implications in a nuanced way. Our concept dealt with controversial ideas, so using film explored these issues in a way that is informative and thought-provoking without being harmful.


Whilst designing the data that would be visible, we undertook testing to help inform which purchases would be considered private or public, with a range of 'standard' items (pineapple on pizza, coffee, magazine) and more controversial purchases, such as Ann Summers, OnlyFans subscription, and donations to political parties.

Testing with participants what types of purchasing they would allow to be public. Images by author.


The testing revealed that three main points:

  • The branded items were not working well - if participants were unfamiliar with the brand, it had very little effect on their choice of whether to show or hide the purchase.

  • There was a mix of feedback where some participants were more concerned with privacy, which we had expected. However, there were also participants who were keen on showcasing their purchases, for example, "If I had Taylor Swift tickets, I'd want everybody to see that"

  • The cultural background of the participants influenced their answers: one participant from India was more concerned about parents seeing the data than a person on the street.

The testing was critical to understanding how and what information to design into the experience.


To further explore scenarios, rather than storyboarding on paper, which felt flat and would provide less ability to assess and provide feedback, we acted out the scenarios ourselves.


We looked at using a 'mockumentary' style of film, as it allows for over-exaggerated comedic satire, which would fit in with our speculative design filmed in real-world settings. The mockumentary also allowed for some artist flexibility where things could be explained to the camera outside the main film dialogue.


Speculative world scenarios. Video by author.


Using the insights from the testing with participants and ourselves, we created the storyboard and script, itemising props and any UI/data touchpoints we would need to create. Lastly, we considered the outfits and expressions for the characters to portray.


Additionally, we engaged with friends and classmates to be actors in the film and hired a camera and microphone from the kit room. We chose locations and began to photograph them for inclusion in the second version of the storyboard to make it more specific to the location.


Full storyboard and script. Created by author and Zuzana Galova.

Feedback

The feedback was encouraging; however, it reminded us we were too situated within the current world, and our speculative world needed to be pushed further. We were advised to review the materiality of our production, review upcoming technology, extend the data beyond the most basic/recent transactions, and generally be more 'judgey'.


We also needed to review which small element or aspect we were being speculative with, as our concept was still too broad.


Vinyl

Reviewing the materiality and the data we were showing, we encountered a stumbling block. A lack of unanimous decision across the group made us rethink the video format and instead look at audio-only transactions. Creating an audio-only experience allows the listener to use their imagination to interpret the experience.


We worked on multiple aspects of this at once:

  • Recording multiple iterations of the sound

  • Testing audio clips with the mocked-up cardboard vinyl player

  • Creating different versions of vinyl album covers in multiple media.

Cardboard vinyl player. Image by author. Digital mockup of album cover. Image by Roshni Suri.

Hand-made vinyl cover. Image by Tanya Singh


The concept turned into a dual-aspect experience, leaning into the love and breakup letters, we established that we can experience more than one emotion towards money at the time. The materiality of a vinyl record allowed for two different experiences, given there are two sides that can be played. We therefore created two different types of audio.


Audio for both sides of the vinyl. Recording and assembly by author.


Our presentation of this concept was inefficient with the time allotted, which significantly impacted the feedback. The audience only experienced 20 seconds of the audio, and the explanation was rushed. The hand-crafted vinyl cover was tangible and photographed well, and therefore, the feedback favoured this. I disagree that the audio had no impact of value, however, this idea ultimately wasn't chosen by the group to take forwards into our final outcome.


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